/* Do not remove the headers from this file! see /USAGE for more info. */
/* */
/* This is an example room for the lima mudlib */
/* */
/* Created by zifnab@lima bean 7/24/95 */
/* */
/****************************************************************/
inherit ROOM;
/*
* This is a special case function. That allows you to check for
* a condition before deciding to let the person enter your room.
* there are multiple ways to do this. See help exits for more
* information.
*/
mixed can_go_str(string dir)
{
object env = environment( this_body());
if (dir != "east")
return ::can_go_str(dir);
if( env->is_vehicle() && member_array( "car", env->query_id()) != -1)
{
return ::can_go_str(dir);
}
return "Perhaps it would be better if you were in a car.\n";
}
/*
* Setup() is where you define what makes your room differant from
* the other rooms on the mud. Setup() in the Lima mudlib is used instead
* of create() in the rooms/objects.
*/
void setup(){
/*
* set_area() allows to give a "name" to your area. This currently
* is used in the lib to control what rooms a wandering monster can
* "wander" into.
*/
set_area("wiz_area");
/*
* set_brief() this is the "short" description of the room. This will
* appear on the top line if you do a look in the room. Also if the player
* has brief on, this is what they will see.
*/
set_brief("Example Room");
/*
* set_long() is the long description of the room. This should be as
* descriptive as possible. But try not to go over 5-6 lines unless its
* necessary, people dont want to read long descriptions that are not
* interesting.
*/
set_long("This is an example room for the lima mudlib. "
"It is fairly non-descript however there are a few objects laying "
"about that may warrant looking at. Propped up in the southwest "
"corner is an old discarded suit of armor. On the west side of "
"the room is an arched doorway leading bask to the wizard lounge. "
"For some odd reason there is a car wash to the east!");
/*
* set_exits() is where you specify the exits that your room will have.
* if the room that the exit leads to is in the same directory, all you
* need to do is specify the room name. or you can use __DIR__ (the driver
* recognizes this as the current directory), and it makes things a bit
* clearer. for more information on what you can do see help exits.
*/
set_exits( ([
"west" : "Wizroom",
"south" : "Relations_And_Toys",
"north" : "/domains/std/rooms/V_Plains/4/7",
"east" : "Car_Wash",
]) );
// This sets a special message to be seen when you enter the room on the other
// side of the specified exit
set_enter_msg("east", "As $n $venter the car wash, jets of water begin washing off the dust and grime.\n");
/*
* set_exit_msg() allows you to give your room a unique message when leaving
* the room, rather than seeing foo leaves.. The players inthe room, and
* the player moving will see your message. set_enter_msg would be used for
* entrance messages.
*/
/*
* add_item() Allows for items that are used for scenery only. These items
* are not meant to be used for anything real. for example a player cannot
* get these items, basically they are for scenery and atmosphere only. If
* want the player to do anythign "real" use set_objects( ) and make a "real"
* object.
*/
add_item( "suit" , "armor" , "suit of armor" ,
"The armor is very old and well worn. While examining the "
"armor you imagine you hear the sounds of combat coming from "
"behind you.");
/*
* set_objects() is where put your real objects. The first part if the
* actual object. If this is in the directory again you only need to
* specify the objects file name, not the entire path. __DIR__ is valid
* here also. The number following the : are the number of this particular
* object to clone and move to the room. when reset() is called in this
* room, if the safe no longer exists in this room it will be cloned and
* moved into the room.
*/
set_objects ( ([
]));
}